/Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h
FDynamicPassMeshDrawListContext ( [FDynamicMeshDrawCommandStorage](API\Runtime\Renderer\FDynamicMeshDrawCommandStorage) & InDrawListStorage, FMeshCommandOneFrameArray & InDrawList, FGraphicsMinimalPipelineStateSet & InPipelineStateSet, bool & InNeedsShaderInitialisation )